Medium Humanoid, Chaotic Neutral
Armor Class 18 Half-plate and Shield
Hit Points 42 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws CON +5, WIS +4
Skills Athletics +5, Insight +4, Intimidation +3, Perception +4
Senses Passive Perception 12
Languages Common, Elvish
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Fighting Style (Protection): While they’re using a shield, this creature adds 1 to their AC. Additionally, you can use your reaction to impose disadvantage to a hostile creature that attacks an ally within 5ft of you.

Second Wind: As a bonus action, you can recover a number of hit points equal to 1D10 plus your CON modifier. This ability recharges on a short or long rest.

Actions

Broadsword: 5ft range, +5/+2 to hit, 1D8+3/1D8 Slashing or Piercing damage.

Shield Bash: 5ft range, +5 to hit, 1D4+3 Bludgeoning damage.

Spear: 5ft/10ft range, +5 to hit, 1D6+3/1D8+3 Piercing damage.

Unarmed Strike: 5ft range, +5 to hit, 4 Bludgeoning damage.

Reactions

Bodyguard: While this creature is within 5ft of the leader of their caravan, they can use their reaction to take damage from a single attack made against the caravan leader each turn.

Description

Merchant caravans rely on well-armed and armoured guards who're paid handsomely to defend their clients from bandits, wild animals and foreign soldiers. Most guards use spears and shields to get the most benefit from its reach. Though they're good fighters, their duty to the caravan means they rarely stray far from their client while on duty. A closely guarded secret is that many guards secretly gossip about their clients and that their loyalty is ensured through pay and duty rather than affection for their client.

ByzantiaDev

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